Sunday, September 28, 2025

OP12 Red (Dragon) Deck Profile

The funny thing about Dragon is that some of the OP12 cards can work with Dragon's effect, using those attached DONs and moving them around. Although, it will be more Event focus similar to Rayleigh build, but at least we can access high cost Characters for this build.



OP12 Dragon





How it Works?

This deck focus on mainly Events so we can use the OP12 cards like Luffy and Hancock, although, I've kept them mainly Straw Hat, so Nami can also search these cards from the deck. What's more is that Hancock can also search out Luffy, and OP01 Luffy is 1 of our key card for this build since he will let us trigger Dragon's effect and start moving those DONs around to power up our attacks. Hancock can also do this, but that effect is once per card, whilst OP01 Luffy works as long as he is on the field.

I've tried to mix power reducers in the build, so our removal can KO your opponent's Characters easily, but with the main cards in the build, it made it really hard to fit some power reducers, but Karasu is mainly the one we need, as Karasu can reduce your opponent's Leader power which will make a difference for our low cost build.


Rush


For the Rush cards, we've only got these cards, however, they will still related to use DONs in one way or another. In order to make Zoro gains Rush, you will need to attach 2 DONs on to this card, which shouldn't be difficult to do, and you only need to do this once when you play this card. The main effect works on KO, play 1 red 6k power or less Character other than Zoro from your hand. Hopefully, you could get a Character to play from your hand and trigger one of those on play effects, especially the power reducers.

ST21 Luffy has Rush automatically, but we also got another effect that works when attacking, attach 1 rested DON to your Leader or 1 of your Characters. It is only 1 DON, and the deck will do better with 2, but you could power up the low power cards with 1 DON, and use the 2 rested DONs for something else.

OP07 Dragon will be one of the cards who can attach 2 rested DONs to your cards on top of the Rush ability. The effect works on play, attach 2 rested DONs to your Leader or 1 of your Characters. This would work well with the Leader's effect to move the DONs around for your attacks.

Attaching DONs



As you know, we've got these 2 cards that can attach rested DONs, triggering the Leader's effect to give those DONs to your other Characters for attacking. OP01 Luffy has 2 effects, the first effect will need 2 DONs for this Character to not be KO'd by Strike Characters. The second effect will able to trigger the first effect with ease. The effect is activate main where you can attach 2 rested DON to this Character. OP01 Luffy is our main card on the field, so as long as we can attach DONs, we can keep powering up our attacks.

OP12 Hancock is a great addition for this build as not only the card is a searcher, but can also attach rested DONs as well. Hancock has 2 effects, the first effect is look at top 5 cards of your deck, reveal up to 1 Luffy or 1 red Event and add it to your hand. Then, place the rest at the bottom of your deck in any order. The nice thing about the search is that we don't have to look for Events if we won't be using them. The second effect is an activate main, you may trash this Character to give 2 rested DONs to your Leader or 1 of your Characters. Personally, if we are going to trash this Character, I would mainly use this effect after she attacked, so we could force some counters from your opponent's hand, KO your opponent's Characters or make them lose Life cards.

OP01 Sanji is interesting as we can use this for both attack and defend, you might want to use Sanji for defending more than the attack. The effect is an activate main effect, you may add 1 card from your Life area to your hand. This Character gains 2k power during this turn, then attached 2 rested DONs to this Character, making Sanji a nice 7k beat stick. The downside is that we do lose a Life card, and if we have low health, then it is not recommended to use the effect unless we are going for the final push for game.

Power Reducers


I am running very specific power reducers as these power reducers only work with RA Leader which is Dragon, and having these cards could make a small difference to the build. OP05 Koala also have 2k counter even if you don't plan on using her effect. The effect works on play, if your Leader has RA type, reduce your opponent's Leader or 1 of your opponent's Characters by 3k for this turn. 3k power might not be a lot, but combined with our DONs power, we could hit some nice number.

OP05 Karasu is a card I really like, especially if we are planning to go aggressive with this deck, then Karasu is the main card to do so. Karasu have 2 effects, the first effect works on play, if your Leader has RA type, reduce your opponent's Leader or 1 of your opponent's Characters by 1k for this turn. The second effect works when attack, if this Character has 7k power or more, reduce your opponent's Leader or 1 of your opponent's Characters by 1k this turn. It will be easy to reach 7k power or more thanks to the DONs we would be moving around.

Straw Hat Supports


The rest of the SH supports are very simple. First, we got Nami who is our main searcher to search out the SH cards, whilst Hancock would look for Events or Luffy. The effect works on play, look at top 5 cards of your deck, reveal up to 1 SH card other than Nami and add it to your hand. Then, place the rest at the bottom of your deck in any order.

OP10 Sanji helps to give this deck more power utilising those attached DONs to gain more power for our attacks. Sanji has 2 effects. The first effect works during your turn, this Character gains 3k power, making Sanji a 6k beat stick. The second effect works on KO, draw 1 card, so it won't be a huge lost if Sanji is KO'd, as you can draw an extra card.

OP12 Luffy has a decent effect, and the on play effect is not difficult to trigger for this build as I have bump the number of Events I am running for this build.Luffy have 2 effects, the first effect is if you have total of 2 or more attached DONs, this Character gains 2k power. We can actually attach any 2 DONs to our cards for this power up to work, and doesn't need to be Luffy. The second effect works on play, reveal 2 Events from your hand, play 1 Character with 3k power or less from your hand. Then, attach 1 rested DON to your Leader or 1 of your Characters. The second effect will need to see if you've got the right cards in your hand.

Events


I've kept the Events mainly SH, so it will be easier to search them out using Nami searcher rather than relying on Hancock for specific Events in hand. Bad Manners cost 0 to play, the counter effect is you may trash 1 card from your hand, your Leader or 1 of your Characters gains 3k power for this battle. The effect is very standard as all the colours will have this effect, it is only the trigger effect that is different. The trigger effect is reduce 1 of your opponent's Leader or Characters by 3k for the turn.

Radical Beam works best when we have low health, and this is not hard to trigger if we used OP01 Sanji's effect to reduce our cards in the Life area. The counter effect is your Leader or 1 of your Characters gains 2k power for this battle. Then, if you have 2 or less Life cards, that card gains another 2k power. So in total, we could get 4k power for that battle. The trigger effect is your Leader or 1 of your Characters gains 1k power for the turn. This will make your Leader 6k base power, reducing the amount of counters you would need.

Mole Pistol is one of our best removal, and for this build, it is very easy to fulfilled the requirements of this card. The effect is reduce 1 of your opponent's Characters power by 5k for the turn. Then, if you have a Character with 6k power or more, KO 1 of your opponent's 2k power or less Characters. 6k power is not difficult to do on our turn as we will be attaching DONs to some of our Characters to make those cards hit some deadly numbers. The trigger effect is activate this card's main effect.

Lastly, I am also running Jet Pistol even though Mole Pistol would be better. But with Jet Pistol, we don't need to power up any of our Characters, instead, we would need to rely on power reducers to target high power Characters. The effect is KO 1 of your opponent's 6k power or less Characters. The trigger effect is activate this card's main effect just like Mole Pistol.

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